Ase Evoluutio: Enjoy or Die by AODQ 2012-08-27T17:42:00
Graphics are for pussies. (Mute button is on top right).
Foon → Ludum Dare Explorer → Users → AODQ
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Lazer Patriarch | jam | |||||||||||
| 2015 | 33 | You are the Monster | Cyber Butcher | jam | 893 | 2.78 | 2.04 | 2.50 | 3.57 | 4.20 | 2.54 | 2.48 | 2.72 | 50 | |
| 2015 | 32 | An Unconventional Weapon | Corporal Cancer | jam | 727 | 2.97 | 2.88 | 2.88 | 3.00 | 2.87 | 2.63 | 56 | |||
| 2013 | 27 | 10 Seconds | Title Unknown | ||||||||||||
| 2012 | 25 | You are the Villain | Cat Killing Spree | compo | |||||||||||
| 2012 | 24 | Evolution | Ase Evoluutio: Enjoy or Die | compo | 10 |
Graphics are for pussies. (Mute button is on top right).
Nice, maybe some pre-generated trophies, instead of randomly generating every time you entered area. Good game nonetheless.
Excellent work Maurice! You have killed the pesky innocent bystander once and for all!
Good work. Keep trying. You might make something good by the time you turn 10.
Got to the second level and encountered a bug where when I died, I would respawn in the same spot I was. And when I beat the level, it would just send me to the same spot (my level wouldn't progress). I like the game and the stealth mechanics were nice and required you to strategize your plans and look at their patterns. Very good environment as well.
Thanks for the comments, I've now made movement easier, made tutorial much more clear and easy and doubled the amount of levels (as well as refining old ones) :)
Oops, it's supposed to crash the game when you hit that point, but it looks like it doesn't. Thanks for your kind words though (y)
Killing all the enemies is a bit much. Other than that I find this game beautifully polished and well done, combat is very fluid and the idea is pretty nice.
There's a large circle on the screen making it impossible to play. Here's a screenshot; http://pasteboard.co/2Ig3Uo1c.png
Found out what to do, looks pretty complex though if you actually read the instructions it's very simple, fucking duh ! :d I made some interesting viruses but I don't quite understand the goal of the game, because I don't know where the mixer items are going. It's really hard to keep track of these viruses because I can't name them and I can't remove ones I don't want anymore, and it crashes quite a bit so I can't get far.
Unfortunately my computer picked this up as a virus, though it might be complete baloney, I've never had this problem before, it's not even the common "this thing has not been downloaded a lot, watch out" error, it's a full out "This thing has a virus." Maybe it's because I don't have python downloaded? Not sure, sorry buddy.
Wow, a lot was happening at once. Even though the gameplay is pretty rudiment and it's not an inconvenient weapon at all, it's a lot of fun to play and I can only imagine the reactions some people would get from playing it.
I can't seem to throw anything. Was able to at one point, no longer now. Even when I restart it seems I'm not able to fire anymore. I think it's a bug but it might be an error on my part. I like the idea of taking your body apart and throwing it, and I think the graphics are beautiful, just needed more debugging.
Movement speed is pretty slow, even when getting a +mspeed item. Enemies did nothing special and didn't scale very well, and the weapon drops are uninformative and pretty hard to judge whether one is better than the other, and I had trouble picking them up. But it was a pretty good idea, just need a little extra to make the execution a bit more secure. Environment was pretty stunning though.
Very short, dialogue was pretty good though. I don't see how the theme fit in anywhere though. Lighting was pretty sick though.
Opener was very nice and I can see a lot of hard work went into it. Man, this game is tough. I got to about 80 people leaving but this game requires a ton of patience and multi tasking. You have to maintain the positioning of your clouds, as long as form new ones, and while having the mature clouds knock squirrels or something down to grow trees or something. I liked the concept and I would be interested to seeing it be taken a step further, I had something in mind too for LD with fighting against society, something about politics. Anyways, good game but needed a lot of polish on the difficulty and time scale.
I love text games, and I love crafting stuff with randomly generated items. This game was awesome, me and "Mr. Nuclear Sludge" beat the shit out of some foxes. Though I think you could make the controls better (allow more keypresses and the such).
For a detective game, there's nothing really that gives clues or red herrings. No cues as to which is wrong and which is right to choose, if that were to tie in this would have been a magnificent game. It's still solid as it is though, the graphics are good and storyline is hilarious.
Also the mouse seems to only want to work properly when it wants to. Really makes the reaction things hard to do.
It's OK but pretty confusing, might want to put that intro text in the start or something.
Best part about this game is that my giraffe head and go 270 degrees, presumably up its asss. Other than that it's not very challenging nor has any hook factor that makes me play more, I don't think there are any other enemy variation either, though I only played for a couple minutes.
You should post a windows version as I, and possibly many other people, can not play web versions.
actually just had a lot of fun abandoning my robot and running around, until I got trapped by lasers and had nothing left to do but die. Pretty fun idea but I think it got repetitive a bit quick because the enemies did not have much variety. Music was a bit repetitive but I think fit the theme and the gameplay was pretty solid with the exception of enemy variety being a bit down. Graphics were top notch as well.
actually just had a lot of fun abandoning my robot and running around, until I got trapped by lasers and had nothing left to do but die. Pretty fun idea but I think it got repetitive a bit quick because the enemies did not have much variety. Music was a bit repetitive but I think fit the theme and the gameplay was pretty solid with the exception of enemy variety being a bit down. Graphics were top notch as well, I have a feeling that you had this idea for if the Companion were to be voted as theme (it was the expected choice) but decided to stick with the idea for this one, well, it worked if that's the case :).
Pretty good, obviously based off Hotline Miami. Very nice graphics that gives a pretty good atmosphere, though the challenge is very miniscule and it's pretty slow paced. Other than that it was a pretty nice game (y)
I drew dicks, satanic worshipping devil stuff, and all of that stuff. I think everyone else did too :^). Even topped it off with something like "This toilet will talk." Not very fun as it stands with no goal, and I'm not sure how you could ever tie in a goal that is anything but reactions to what you drew, I think everything else stands up though.
Pretty slow but very well polished and fluid. For some reason I get the W/S keys mixed up as I'm used to inverted controls when flying. I would have suggested dynamic obstacles to make it faster. Other than that it's pretty good, nice job!
Pretty good game, very nice graphics and the mechanics were very well done and tied in well with the sword. Made it to the end of the game and was content with everything, though if I had to give criticism I would say is the movement when picking up and dropping the sword is pretty stiff and I think limited the creativity you could have done with the levels.
Put music in the file, then it just kind of sits there. Sit around for the tutorial to finally finish and nothing happens. So unfortunately I can not play it. By the way, looking at your source code, you should try to modulate your classes and all that into header files, would make reading it much nicer. I see you have a "nc/ncprecomputer.hpp" and some other headers there that are not open source, you should know that that's against the rules afaik :P
Pretty good 1v1 platformer fighter. I'll have to try playing it with a friend sometime in the future. It looks like a ton of fun and I love the idea of bashing keyboards over little dudes.
I love the idea of this, reminds me of hammerfight, which was a very fun physics game. I can actually outrun the spike ball's chains, which I find is pretty cool. The gameplay, even though is fun however, is pretty slow, and after about five retries and dying at the fourth wave, I can no longer progress, maybe I am just impatient though.
Pretty good idea and very nice mechanics with the level loading but I think it needed a little extra to make it pop out and make it clear that you are blind.
Graphics are pretty good, audio is nice too. The gameplay is pretty cool too but a bit lacking. I found myself just smacking enemies around easily.
Controls need some revisement. And also there needs to be some form of score or time keeping, doesn't make the game fun if no one can win. Also maybe a larger map. Nice idea though reluctantly it needs to have more oompfh, and, like many other people, I don't have a friend nearby to play it with. Graphics are good and gameplay is probably pretty solid though.
I was able to just jump in the game and get started, didn't even read anything, just clicked whatever I saw and it worked. Very nice. I wish the narrator were a human voice with real pausing and emphasis, I found it hard to follow with the robot talking as he stutters and skips words, especially since there are a lot of english/grammar errors. "You've watched two seasons of macgyver so you've got this." Unfortunately I got blown up by a rocket launcher and had to goto the beginning, maybe a checkpoint would help.
Dude, graphs?! Cigarettes?! This game is so polished and hilarious, I love it, but there are not many game mechanics or strategy here, it's like a toned down idle game. Maybe if I just killed all of my addicts so no one else could get addicted, but I haven't had that problem, even when trying to achieve it
Whoa, multiplayer, I should try this out sometime in the future. Anyways, it's a pretty decent idea, and the bots are very good but not necessarily clever. You might want to limit the name of your characters too, though I find it funny to have over twenty 'A's in my name, I don't think the other players like my name covering up half their screen lol.
Interesting idea. Movement was pretty rusty and probably needed some shining. Graphics are beautiful and present a good environment. Not sure how hacking is an unconventional weapon but a walking wizard hacker might be. Nice music too.
I don't get how the shield works, there's no attacking animation, and the AI is very limited to just pseudo-random movements every 5 or so seconds. I understand the limitations though working with CTFusion, you should definitely try something else like GM.
Camera needs to follow the player for this to work right.
hah this is a hilarious idea though I don't think it fits the theme that well given the gameplay itself.
Also, did you really use the unreal engine for a 2D game? lol.
Left control to attack was a bad idea. I seem to be getting pretty bad input lag as well. However the graphics do fit into a retro theme pretty well. I don't hear any audio so I'm not sure why you opted in the audio category. It seems like when I restart the enemies don't spawn either when I restart. The over-simplistic gameplay makes this not very fun at all.
This is actually not a bad idea though it gets boring after a bit. The environment is awesome. Like other users have said, it's hard to find where exactly the delivery spot is and where the pizza joints are because lack of flashy colors, though I guess that's part of the challenge in case you accidentally stumble on top of one of their houses. It would be cool if there was some more difficulty added, like, say, after awhile you get drunk and thus it's harder to move. Well, something that would fit the theme :).
Yes controls menu is a bit confusing, I wouldn't even bother with it. Just use WASD and J. And there is an end to the game, die :)
Audio slurs were bits of an unfinished dialogue that was supposed to play during hero appearances, game intro and various mid-game events, instead they got added in semi-randomly which might of not been a good idea as agreed by the critique. We have hopes to improving this game outside the contest, arranging the dialogue properly, improving the hero AI, improving controls and adding a leveling up system for the boss's special moves and skills. The game would then play a little bit like a tower defense game, with the hero attempting to fight the boss 30 sec or so everytime after dying. The hero would also level up and have his own inventory which's contents would improve over time as well, he could browse it ingame to change his arsenal or use potions similar how you would use them in GBA/DS Castlevania titles. I'm glad the graphics are appealing, I had fun time creating them and making them in a hurry was a good experiment. Gives us a good benchmark on how much work/quality our team can do in specific amount of time.
-Smilecythe
Game starts with an annoying noise, though I personally don't mind it. Pretty good use of music, though i think it would've been cool if it played only while you were smashing buildings (personal preference I guess). It fits to the theme very well albeit not very original.
I don't like how my movement is stuck to having to constantly press W/A/S/D. Doesn't help my growing case of RSI at all :P. Though I understand the necessity given how it's more of a strategy game with all the tanks and helicopters, though I think they spawn a little too late (most people won't even make it that far unfortunately in this competition). I still don't know how to kill the enemy sadly. Night time was a very nice feature.
I wish I could play with the ball on level 2, that would've been a nice feature. Maybe a good idea to add would be to manipulate the environment, so you could knock a dresser down and cause noise AND hide behind it.
Also, there is a bug (on the last level, if you hit space left of the second bed, it will create another bed sprite where the monster is hiding under).
The environment is pretty good as well though it lacks the ability to hide under tables and in fridges and in toilets etc etc that really would've pushed this game forward. I think the AI needs a bit more chaotic nature to it though and not so much script.
I like the game, though simplistic, and it fits to the theme perfectly.
I wish I could play with the ball on level 2, that would've been a nice feature. Maybe a good idea to add would be to manipulate the environment, so you could knock a dresser down and cause noise AND hide behind it.
Also, there is a bug (on the last level, if you hit space left of the second bed, it will create another bed sprite where the monster is hiding under).
The environment is pretty good as well though it lacks the ability to hide under tables and in fridges and in toilets etc etc that really would've pushed this game forward. I think the AI needs a bit more chaotic nature to it though and not so much script.
I like the game, though simplistic, and it fits to the theme perfectly. Though I think the game over screen is the same as the "you beat the game" :P
very confusing gameplay, I wish the tutorial image was included in the game itself. It would've helped given that the leg didn't show up if your mouse was above the upper portion of the screen.
However the graphics are awesome and it's actually a very pleasing act of impaling my own children with a huge stick. I don't know why but it is very fun just because of this. I love how the graphics have a very fucked up feeling to them, especially the ground.
If this were given more balancing and perhaps a bit more gameplay ideas that tie into the evolution process (perhaps making pupa somehow create fruit in some weird fucked up process). This would make you have to utilize the pupas in some way so you don't just spear them instantly (thus giving the scare feature some actual use). However, as it is, it's still a very solid game and one of my favorites so far.
This is a very good idea, it's probably the most original idea I've seen so far. The physics in this game just make it that more enjoyable. The only bug I've found so far is that sometimes I start the level off with the tongue thing stuck to the environment statically. I do wish the mom would collide through the wall though. Possibly if the humans were to run around it would make this game better.
Level 6 and 10 are very stressful. There seems to be a new mechanic in every other level, unfortunately in cases like level 8 they aren't taking advantage of very well. The tongue mechanic seems to run pretty OK but that it's so stretchy makes it very likely that you'll end up eating the babies when a stretched out tongue becomes unstretched.
The graphics are a bit lacking but they do not bother me at all, Specifically I like the head tilting when the mom is just sitting there or when moving. The text effects are very nice as well.
A very original and fun game that fits to the theme perfectly. Albeit the mechanics needs some tweaking to be less stressful.
I very much like that you guys wrote a game for the NES. Damn, ASM. And not modern ASM, ASM on the frickin' 6502 ( I do some Motorala68k but I'm pretty sure 6502 is way more decrepit ). Did you guys roll with the PAL or the NTSC?
Anyways, now about the game. The collision on the paddle isn't very good (though I didn't think it would be that hard to do on the NES). Many times I bounce from nowhere and others my guy goes right through the paddle. I seem to bounce from the ceiling sometimes and then well below the ceiling other times. I know you guys are aware of these bugs and it's just a fault of time. It's pretty fun to play but these bugs makes it seem too uncontrollable to win.
The textures are a puke green and the paddles blend into the background, though if you ignore all the green it's not too bad. Also if I hit start after I die, weird shit occurs. It took me awhile to understand how this fit into the theme but it's a pretty good fit. The lack of any health indication kind of sucks as well.
It's a very nice try and I can see the limitations put forth, but, to put bluntly, I was underwhelmed. I hope you guys are able to try next year and (hopefully) blow my socks off!
The music was nice, however the controls really irritated me.
death by science. lol. I like the game in that all of these pop-ups occur, but it's way too easy to die from loneliness, and I'm unsure as to how I die by science. Also I'm not sure how to decrease my loneliness, but it seems the more I move around the more popups occur rather than just basking 24/7.
How do I lower my "renown" ? it's a bit weird. It's like you are going to lose and die no matter what.
Minions get stuck in respawn spot for few seconds every time after you die, other than that it felt like a compact game.
This game made me feel like a wind shield wiper.
It is a nice idea, however it is difficult if you do not have a controller (probably should add some keyboard support of some kind) and having to have 2 players.
Very nice game. Mechanics were fluid and concept was awesome.
I don't feel that the game had much to with the theme and taking days to do anything rather than waiting seems a bit annoying.
Pretty humorous but lacks creativity. No relation to theme.
don't mine me, I'm just a big anime chick knocking buildings over. Did I mention I have a huge hammer?
gah even though I beat the level it brings me back to the last checkpoint on that level. Intentional? the changing gravity each level is not a feature I like that much. The hitboxes on the spikes need some work as well. The audio replaying every time I die is also not good.
The graphics, audio and storytelling are very memorable though. I can't get through the second set of spikes after the second checkpoint though.
I don't like that "1" key is the attack. I don't get what's up with the dirt on the background. The gameplay just doesn't seem to be here; it's hard to find scientists and when I do I hit 1 and it's over with. They never inject me with hurty stuff I stand still and spam 1 :).
However the audio is not that bad though it gets a bit repetitive quickly. This game has a very strong mood/style to it with the graphics and audio. It's a very good idea I just think it needed better execution. I understand it's your first ludum dare (my first ludum dare was probably worse than this!), so I hope you have better luck next time :).
Fits to the theme pretty well though it is simplistic as far as gameplay. Unfortunately the game doesn't seem to grasp the concept of a 2.5D world and I collide with things that hit the top of their sprite (even though technically, I would be standing above them in that case). You've got it right on the monster sprite as the collision only occurs at his feet, however I'd have like to see the collision at the base of the sprite for the other objects.
I like the slidey controls as they give a pretty good challenge, though i'd like to have seen the ghost go even faster (Maybe just my personal preference?)
Unfortunately because of the 2.5D collision problem I could only make it to level 3 before the dogs raped me.
I like the sounds, though simplistic, just that sound alone helps get across the fact that a collision occurred which can be a huge help.
Got to 400, idk if that's easy or not :P. Only complaint is that you only need to use one tentacle as its length reaches the entire screen, thus making it pretty much just a useless attachment.
text doesn't fit to my screen (I play on a very small windowed version). Game is too easy though, it's very obvious what you need to do :P. I won't ruin it for the other people what you need to do but I recommend just let the other people struggle and laugh at them (y)
http://pasteboard.co/9ciVofg.png
Very fun though. Nice audio as well. For the last level i just went off screen, around, and that made it pretty easy to slaughter everyone.
Map is way too large to navigate, takes like a minute to reach an enemy, but combat only lasts a second. I actually got the cop to kill a ton of humans for me, then took his gun. I don't get the point of the second zombie though :ll
what in the fuck. I just get a repeating dialogue about cum farts and rolling up my sleeves. What?
I can still shoot after death. The controls are a nightmare but I think that was the point (for example, I can't move left and up at the same time). You move the just barely faster than the screen, so if you don't constantly push right, you will eventually hit the edge of the screen and bounce off, a pretty much guarantee that you will collide with a bird and die? You also can't touch the top of the screen without dying.
The owl turning into a vulture was a very nice touch though, along with all the other environmental changes. However I wish I could set the houses on fire. It's a very good game given that the difficulty itself just comes with learning the controls, which is something I love :). Also, how does this dragon die to a bird? I guess it turns out, Piff the Dragon is just a massive pussy.
Graphics and audio are very good, however the gameplay just isn't there for me. I stood on the left of the corner and spammed attacks and couldn't be touched. However, this fits to the theme pretty OK but only story-line wise, not that that's a bad thing though! It has a very strong mood, and for cinematics alone this is good, but unfortunately this is not too much fun.
Awesome graphics and audio. However the gameplay is a bit simplistic and lacks any form of difficulty past dodging, though it fits to the theme pretty well. It's a fun game but I did see just a few bugs that occurred when picking up cows (their position was displaced by a good bit, making it impossible to bring it up to the UFO).
The only big complaint I have is that I'm a bit disappointed that I can't pick up the missiles and send them flying back to the enemy troops.
It needs an indication for the amount of blood it takes to purchase items. Otherwise I'm just clicking randomly in hopes the item I buy will work. Restarting the level instantly is not that good because I don't know when I have beaten the level or I have been killed. This doesn't fit to the theme too well.
However I do like the graphics and it's not a bad start for a TD game. Though maybe I just suck, but I can't seem to beat the first level. I saw the post you made about this game and I liked the concepts of it, and the level ideas were pretty cool, but unfortunately I will not be able to see them as I just seem to not be able to beat the first level. I think if you were to put more work into this game, a bit of rebalancing and tweaking is required :)
Oh well, I hope this was a good learning experience for you and I wish you luck on your next attempt.
Just ran right and kept jumping and beat the game easy. Definitely not hardest game :P I found the fighting mechanic needed some tweaking I liked it otherwise. Nice audio, graphics, fits the theme and the mood works perfectly well. Though possibly more enemy variations would've been beneficial (and of course making it so I can't just hold up and right to win!)
Hey, don't listen to the critique about the map being confusing. I got the idea behind the game very quickly, the spyglass is used to find your orientation and position in correlation to the starmap. Sextants can be considered ancient technology, right? :) Took me about a minute to find the island. I wish the game was done on a larger scale but this was still nice and a good concept. The lowpoly models are nice, but the shadows has an issue I'm sure you're aware of. Really the only complain is the boat lacks a texture.
Really dig it! The UI is nice albeit a few bugs. The art is real simple but gets point across well. I like the premise as well but unfortunately it seems that you can not lose (enemies don't attack the castle). At least, I think? In either case they don't progress, just sit there. This sort of ruins the entire game b/c there's no motivation to ever upgrade your players. It's fun just watching the two sides go at it.
My mummy seems to get drunk, kidn of weird, not sure if intentional, but it happens at near random i believe. The later levels seem unfinished. After awhile, as well, my light seems to start flickering, and walk animation stops working. Not sure how to beat one level b/c i can't find the end gem, too many long hallways that end at a dead end as well.
needs a jump sound effect, kind of breaks the immersion when i can jump and move w/o sound fx. I love how you can just kill the starting people even though they're just minding their own business and won't even bother to retaliate or flee when you attack them. I'm just casually walking down, and killing innocent people along the way. This makes getting better attacks kind of useless though.
I loved the simple, and somewhat confusing art style, but the position of say doors and so forth need to be adjusted. The walk animation is fluid and communicates a sort of 'swagger' well, the syncing with the walk is nice.
There is a lack of friction and when you attack the character does not apply velocity which just makes it hard to navigate. Not to mention if you miss a tile you will slip into the void of space forever with no escape. The images are blurry and the tiles don't clip properly, and neither does the player intersect properly with the tiles (negate your velocity on collision with a tile along with just setting position to the edge). In your screenshots this is a different case so I wonder if it's that you render using linear interpolation rather than just nearest-pixel. There is a fundamental problem in that the enemies don't seem to ever attack your base.
However, jumping on enemies and killing them (when it does work) is satisfying. The UI is comfortable and the tooltips are a great idea. Two distinct enemies coming from either side is a nice idea, and the moths attacking at an angle which tracking you was done well, except they will stop their attack animation if you fall out of their attack distance. The 'lens flare' that occurs shortly after you attack is a nice touch.
You can't turn the bottom-right row (the ones that control motions) buttons off. The first column can't be turned on. The first block first row gives you horizontal blocks placed over on vertical axis, the column representing which colour, the second row is for horizontal blocks, third is like the first but larger, and the last row just affects the texture. top right second block affects magnification, top left the background, and the bottom row motion, the rest of the block seems to add pixels at different scopes. It was fun figuring out what the buttons do but there is nothing really here to create an interesting thing to look at.
Controls need some work, they're a bit floaty, takes too long to change direction. Not to mention if you hit a wall, it doesn't set your velocity to zero. The ladders were confusing, as I didn't know where I was b/c every level looks more or less the same, and some enemies blended into the background. A good attempt.
Love the HUD! I don't enjoy that I have a shield yet can't block attacks though :/ . There is no restart after you die as well. After you kill an enemy sometimes they go back to standing position shortly after their death animation. And sometimes when you attack you just don't do any damage at all.
Hilarious dialogue. The throw indication is very fidgety as well. The controls are frustrating, but so would be having to throw garbage behind my back with tiny dinosaur hands, so it's more of something I can appreciate. I just can't imagine how a dinosaur could even manage to use a keyboard and mouse to play unreal tournament. I'm not even sure how the dinosaur managed to put shades on at the end.
I was trying to conserve ammo then i realized I could just drive the enemies over. Ammo becomes sort of useless then unless you're going for points. It would have been if you had a motorcyle-chariot and player entity, and the player just followed the chariot like you would expect, kind of flinging around all over the place and hard to control. That way you could still run enemies over with your chariot, but if they hit the actual player you're screwed. Still good overall for a first entry.
I love the idea of the game, the graphics are adequate ( the notes on the side along with the dials were a nice addition ) but I wish there was more of an attempt to mimic an actual oscilloscope. I like having to fix it with shaking the oscilloscope to fix but again i don't think the right 'effect' was used to show that it was damaged. Other than these (very minor) annoyances, I enjoyed the game overall. I found the best strategy is to just storm to the end endlessly until you get lucky. Only exception for this is level 10, 11, and 20, the latter of which I could not beat. The collision was a bit off as well, I think you made it that way so you could build walls, but perhaps having a different enitity for walls would have been a better solution. good game :)
needs sound effects direly. A bar for health would have been very nice as well. Along with some wall textures. The dash and attack animations are beautiful. Maybe holding the dash key down would allow you to run faster, so there's a dash for combat and sprint for long-distance travel. The signs were cool as well. It seems also when i get killed by a skeleton (or possible just the room I'm in), I don't go back to the menu screen. The game in general requires you to find what the most optimized course of action is if you plan on beating it in a timely fashion, which I enjoy.
i don't understand why the ball has problems with torches and spikes that it could easily just run over, but in either case this game has a lot of polish with it. I do not enjoy upgrade games like these that require you to play the same exact part repeatedly to only progress by a tiny bit each iteration, but nonetheless I imagine the target audience of this game would be pleased.
One annoying bit is that the animation for rock death plays when you hit the corner of a jump. So you kind of have to jump before that point, which is counter-intuitive when you try to max your jumping distance. The upgrades don't really add enough to the gameplay either for me to want to try to beat the entire game.
There's a fatal flaw in that you can just move the ball to the end guy by just dragging the floor pieces over the ball and to the end. I don't enjoy these puzzle games so I didn't play it long but the art direction was nice, but the music was kind of grating since it always seemed to cut off in the middle to loop.
this game is just hilarious, wow. You can actually whip the AI's slaves and veer them off the course which is even more hilarious. A lot of content as well even if there were 3 people on the team. The models are really nice as well. I was actually surprised when the sound effects changed when under a tunnel, a nice subtle touch. It doesn't quite make sense why when i whip the left side, the right side starts to move, but I think you caught that by allowing inverted controls which is good. The screens throughout the arena showing off different angles of the game is really nice since most of the game you'll be looking forward.
One problem is if you hit R while trying to get to the start line you can't start the game. Also you can fly off the map before the race starts but that's not really an issue. Those are the only problems I could find with the game, great work. :)
I love the strings to indicate enemies, it makes it so your position has a strategical advantage (if you are above your opponent, you know their position but they do not know yours). The upgrades are cool but things are just a little to frantic to be able to dodge anything so you just end up tanking it all. Also I wish you could destroy the planets or something, even though they do look cool on their own. The sound effects are awesome. Also screen just takes a little too long to pan to my position.
The game is fundamentally broken and confusing. I have no idea how each part affects the other. I believe if you sacrifice all your sheep then fish only take one wool away. So the only way to survive I've found is to just sacrifice all your sheep in the beginning so you can eat all the fish, then just got only fish at that point and wool when you need it.
summer: 2 wool, rest fish. winter: If first day, sacrifice 11 sheep. Put the rest into fish.
With this strategy you will never lose. The art though is nice, but like I said, the game is fundamentally broken.
the button combination doesn't work all the time (as in, I can just skip it as the collision is wonky). How the people's heads were fans and the man pointing in the direction he wanted to go, as he was the master of the wind, was cool. In fact, I too am the master of the wind, http://pasteboard.co/f05DaGDj7.png . If you just go up really fast then you are moving too fast for collision detection to work :) The upgrades are cool too but not necessary once you realize this.
It's at a perspective so the angles don't really make sense (i can't step behind a wall, as i collide with its ceiling, yet somehow i can when going through sideway doors?). The narration, art direction, etc is nice. The controls are very fluid and comfortable. The puzzle game is cool with the whole wire system. I think I misunderstood how i was supposed to complete the level where you're first introduced to moving tiles as i tried to bring the block with me only for it to be trapped in the black area where i could not access it again.
Very nice idea. That egg cracking effect is very pleasant. The walking animation is very fluid, especially when switching from moving forwards to backwards, even the little details like the light glare coming from the many layers of trees. I wish there were more upgrades though, i can barely make it to the dinosaurs :/
Trying to hit the pyramid with the rocket was just too luck-based. I like the idea though, and the rocket having a 3D perspective was a nice touch. I was just unsure if i was making any progress or not. A health bar would have done wonders. Instead I just watched the cool-ass pyramid just massacre an entire village. Of course while I unleashed massive rockets of dead upon them :) THEY'RE DEAD! . So I liked my personal version of the game where you work with the pyramid to destroy an entire village better, but I did come back and beat the game. But the pyramid just continues to attack the people even though it says I won! :(
Controls are fluid. When you jump the camera doesn't scroll with you which I think is a mistake. I also wish the stuff i had to type either popped up instantly or didn't realign itself as it was being updated, makes it so i pretty much have to wait before I can type. The sloped blocks' physics behaved just like a AABB and would sometimes just flip randomly, not sure if intentional or a bug. I really did enjoy the game though, I got to about 850 meters, reminds me of Tower of Greed which is a game I hold near and dear to me. Some of the blocks are confusing (they look as if they do something special yet don't seem to do anything?)
Also very rarely the input message will not pop up for a few seconds. I wish that the input used words instead of gibberish, even though I type at 150+ WPM it's much easier to type a string of comprehensible letters rather a combination of letters I've never typed before.
Wish I could see the dino-town explode. Controls are a bit too slow. Grahpics/intro are awesome. Having near-destruction experience by moving super fast and turning around just in time to not crash was a memorable experience. Clouds are a nice ambience touch.
Cute art! I don't have anyone to play it with but i found out i could still attack while switching characters. It's hard to control the second player but it still made it possible to destroy the rocks and so forth. If there were some simple AI for my team mate this would have made the game much more enjoyable for the lonely like me :)
what a bizarre game.. there doesn't seem to be really a point of using dinosaurs because i can just destroy all the spawners/ships myself. And they are pretty unreliable anyways. I beat the game though. I think that there's just way too many things going on and a lot of them haven't been balanced properly.
Awesome intro and menu screen. The 3D overworld with 2D fightscenes was very cool. The fighting though is very thin, you just do dialogue and then guess which one you're supposed to press. I like the idea though of just fighting other technology and amassing their parts. I somehow triggered the final boss as well
simple, but done fairly well. I wish there were air control. Don't listen to Nanimono! Stick with C++, it's well worth it! Look at the game he made, there are no objective, goals etc. Just random textures made in a premade engine, yea, nice "real game." It's entirely possible to compete with those who use Unity and so forth using a systems programming language. My suggestion is to write your own game framework before the LD, it helps the process a lot.